CHANGELIST v1.0AWK Graywing USER PATCH - 7/11/2011
* Two crashbugs fixed by Minecraft forum user Awkisopen
v1.0 Graywing FULL RELEASE - 8/27/2011
* Added ability to select wich chunks are to be aged
* Added a WinForms GUI frontend
* Added perlin filter (nonuniform destruction, more detail)
* Numerous bugs and crashes fixed
* Substrate updated 0.7.0
v0.3 Brawler BETA - 6/18/2011
* Smoothstone erosion is now supported
* Nature takes over creations
* Added config selection (multiple configs included)
* No more floating ladders, signs, etc.
* Fluids are now properly updated
* Speed optimalizations
* Fixed loads of bugs
* Added readme file
v0.2 Alca RELEASE - 6/4/2011
* All variables are now exposed to config.cfg file
* Fixed chests, furnaces, etc. losing their contents
* Couple of minor bugfixes
* Substrate updated to 0.5.2, should work with Minecraft 1.6.6
v0.1 Astral RELEASE - 4/18/2011
* Initial release
Ever wanted to build an ancient looking castle, but then realized it lacks that decaying feel? Or did you always want to create an adventure in dark ruins, but feared the amount of work it would be? Maybe you just want to ruin your base and then launch an expedition in, feeling like an archaeologist when digging for buried chests full of treasures? Then Teeth of Time is for you!
-So, what is this "Teeth of Time"?
Teeth of Time is a C# map manipulator, designed to simulate effects of weathering and time on manmade structures. This is done in a very realistic way, making blocks to fall off or tople and lay on the ground. Nature takes over human creations by covering them in grass, trees and other natural features. Everything is fully customisable, configs can be easily made, stored and chosed at start of the application.
-What can it do?
* Unsupported blocks fall, supported blocks topple
* Blocks decay into others (cobble into mossy cobble, etc.)
* Nature takes over human creations, using Minecraft itself to repopulate all chunks
* A Perlin filter to add non-uniform destruction and more detail
* Ability to ruin either the whole world or selected chunks only
* Everything can be customised in config files wich can be easily chosen at start of the app
* Multiple official configs included, with varying degree of decay
* Fluids recalculation
* GUI frontend provided to run the program
* Batch file compatible
* Mod compatible
-That's nice and all, but give me some screenies!
I hear you! Here you can see several before/after comparsions:
(Click any pic to get it's larger version.)
Before / After
-Ok, maybe, maybe I'll download...
Here are the links. You only need to install .NET Framework if you haven't ever used a C# app before.
- Jaquadro for his Substrate Map editing API
- Kuba1920 for his castle world I used to test v0.1 of the tool.
- Oldshoes for Broville I tested v0.2 on.
- Robson_ for Mace city generator I currently tested the v0.3 on.
- Coau14, Angry Lolrus and Arcade909 for testing the release candidates for 1.0
- This community for keeping interest for this project in me.
This looks pretty interesting. If there was a decent castle generator to pair this with it would be amazing.
- Smoothstone and wood are not affected because of trees and caves. I have no idea how to fix this
I think you could rule out trees pretty easily by just looking for a connected path from a block of wood to a leaf block via other wood blocks. If you can't find one, then they're candidates for erosion. For smooth stone, you want to try and identify high-frequency features like walls. Looking for smooth stone with neighboring air in the same zone that you've applied other transformations may be a reasonable heuristic.
THIS IS JUST SUGGESTION, I HATE IT WHEN I SEE PEOPLE SCREAMING "YOU NEED THIZZZ!"
So now that we've clarified that...
MAYBE you'd consider adding a few blocks of your own, like "Decaying Wood" or "Unstable TNT" or "Crystalized redstone" or "Rain-blasted Stone" to accentuate the aging?
Not much, just a few accent blocks. And, of course, only if you'd like to.
Could cobblestone also get "weathered" into Gravel? It would be interesting to see piles of collapsed roofing on the floor.
If something was built in the desert, might sand also pile up inside of it?
Private Mod Note
Rollback Post to RevisionRollBack
Hans Lemurson's Thread of Links:http://www.minecraftforum.net/topic/371610-hans-lemursons-thread-of-links/
Look here to find links to my inventions, creations, and my Youtube channel featuring Amazing Creations of Mine (Redstone engineering FTW!!!) and charming Music-Videos about clones. I also made "Minecraft in Minecraft" (2D platformer/building game). I'm currently trying to make a computer.
A neat idea (imo) would be to check if there's air above a stone block, and possibly weather it into dirt or grass (to only change the surface stone).
Eventually, craters would recover, grass and dirt slowly filling it up.
Something like that possible?
Possible, and not even that hard to do. All needed functions are already in place, just one chunk altering and the config loading functions would have to be changed. It will have to wait before current issues are resolved, though.
Now, I'm fighting one bug with config loading of multidimensional arrays. I'm not sure how long will it take to fix, so soon I'll just release v0.19 with one feature in config disabled to avoid the bug.
Not going to download, as I run a mac, but great work =) really innovative, I can't wait for the Broville test map.
Now for my two cents: Would it be possible to give TNT a random chance to explode? It would add a nice sense of realism, especially if, for example, you were exploring an old ruin and discovered that the former occupant's TNT stores had exploded, leaving behind nothing but a large crater. And I'm not sure if this would just ruin the effect, but giving cobblestone a random chance to 'erode' into a half-step might look good.
however, now that you can get spiders webs (with things like too many items, INVedit, etc...) you should have them appear around dark ruins! it would be awesome.
Thanks for the awesome idea!
I can't wait for the Broville test map.
Broville did not turn out how would I like, because this app can't yet move wood and smoothstone (it can in theory, but moving wood destroys trees and moving all the smoothstone underground crashes the app) and Broville is made mostly out of these materials. It's actively worked on, though.
Now for my two cents: Would it be possible to give TNT a random chance to explode? It would add a nice sense of realism, especially if, for example, you were exploring an old ruin and discovered that the former occupant's TNT stores had exploded, leaving behind nothing but a large crater.
Good idea. I'm definitely adding it, but it will need quite a lot of work, so expect to see it later in development.
And I'm not sure if this would just ruin the effect, but giving cobblestone a random chance to 'erode' into a half-step might look good.
There is a bug that disables exact this functionality in the current version :wink.gif: